garbaged Posted February 18, 2020 1 hour ago, bradharding said: There's only that rather incomplete page for now, but it appears what you're doing is correct. I'll look into why this is not working, and may PM you (if that's okay) for further info. EDIT: A bug was found in the code. This will be fixed in the next version of DR. Thanks. Awesome! Thanks a lot. Looking ahead, I was thinking that, unless this is already possible, ideally the code would actually be applied globally for every potential map, rather than writing potentially duplicated code for each map. 0 Quote Share this post Link to post
Hitscanning_scumbag Posted February 18, 2020 Loved this port! Particularly because it runs well on my dinosaur! (pentium 4 iyww) I wish more mod support, but other than that I love It! Only two ports run flawlessly on my machine, yours and eternity. So this ramble is my way of saying thanks 2 Quote Share this post Link to post
bradharding Posted February 21, 2020 Version 3.5.1 of DOOM Retro is now available! Please visit www.doomretro.com to download. Here's a list of changes: Optimizations have been made to further improve the overall performance and stability of DOOM Retro. Minor changes have been made to the character set used in the console. Minor changes have been made to text that is output to the console. Monsters can now be spawned using the spawn CCMD when the nomonsters CCMD has been entered in the console, or the -nomonsters parameter has been specified on the command-line. The following changes have been made to the widescreen HUD: The HUD has been brought in slightly from the edges of the screen. The player’s armor is now on the left side of the screen next to their health, and the ammo for their currently equipped weapon on the right. Item and teleport fogs are now spawned when using the spawn CCMD. Thing triangles in the automap representing MBF-compatible helper dogs are now the correct size again when using the IDDT cheat. Minor improvements have been made to the menu’s background. The player’s view is now reset again when exiting the menu. A bug has been fixed whereby the use of LIQUID or NOLIQUID in a MAPINFO lump would have no effect. The scrollbar in the console has been widened and now includes a grip. 5 Quote Share this post Link to post
maxmanium Posted February 25, 2020 (edited) Brad, is there any way to "change" the color of weapon flashes and lost souls? I ask because when transparent they seem to be much lighter in color as well. EDIT: The r_blood command doesn't seem to be working properly Edited February 25, 2020 by maxmanium 0 Quote Share this post Link to post
VGA Posted February 25, 2020 This doesn't exactly answer the question but you can disable translucency from what I see in the wiki r_translucency off 0 Quote Share this post Link to post
bradharding Posted February 25, 2020 3 hours ago, maxmanium said: Brad, is there any way to "change" the color of weapon flashes and lost souls? I ask because when transparent they seem to be much lighter in color as well. As @VGA said, use the r_translucency CVAR. 3 hours ago, maxmanium said: The r_blood command doesn't seem to be working properly In what way? 0 Quote Share this post Link to post
maxmanium Posted February 25, 2020 Just now, bradharding said: In what way? I set r_blood to red and cacodemons\barons\HKs still have different colored blood 1 Quote Share this post Link to post
bradharding Posted February 25, 2020 (edited) 2 hours ago, maxmanium said: I set r_blood to red and cacodemons\barons\HKs still have different colored blood Oh ok. Thanks! I'll look into it. EDIT: And.... fixed! Edited February 25, 2020 by bradharding 0 Quote Share this post Link to post
valkiriforce Posted March 7, 2020 I keep forgetting to come here and post this, but for some reason there are times when I can't take screenshots - I'm not sure if it's after I saved the game or loading a save file but it seems like there are times when I can take screenshots and other times when it doesn't work. Any idea what could be causing this conflict? 0 Quote Share this post Link to post
bradharding Posted March 7, 2020 3 hours ago, valkiriforce said: I keep forgetting to come here and post this, but for some reason there are times when I can't take screenshots - I'm not sure if it's after I saved the game or loading a save file but it seems like there are times when I can take screenshots and other times when it doesn't work. Any idea what could be causing this conflict? No idea what would be causing this. It seems to always work for me. If a screenshot fails, do you get a warning in the console about it? Are you using the printscreen key, or have you rebound the +screenshot action? 0 Quote Share this post Link to post
VGA Posted March 7, 2020 @valkiriforce If you press the PrintScr key a few times does it eventually work? 0 Quote Share this post Link to post
bradharding Posted March 7, 2020 31 minutes ago, VGA said: @valkiriforce If you press the PrintScr key a few times does it eventually work? Hi @VGA. I know where you're going with this! :) I think you might be right: this seems to be related to issue 119. In the Windows build, I intercept the printscreen and windows keys, and that appears to be interfering. 0 Quote Share this post Link to post
valkiriforce Posted March 7, 2020 It's weird - I'm not always able to reproduce this, but when it doesn't work I have tried pressing print-screen repeatedly and don't get any messages. I have a feeling it might have something to do with multiple key presses going on at once, as I tried starting a new game, loading a save file and quickly inputting a cheat to see if it would happen again and it did, though I tried the same method again later when restarted the application and it was working fine. 0 Quote Share this post Link to post
bradharding Posted March 12, 2020 Version 3.5.2 of DOOM Retro is now available! Please visit www.doomretro.com to download. Here's a list of changes: DOOM Retro now uses SDL v2.0.12. Optimizations have been made to further improve the overall performance and stability of DOOM Retro. DOOM Retro’s keyboard and mouse controls are now more responsive. Further improvements have been made to the console’s autocomplete feature. Minor changes have been made to text that is output to the console. Item fogs spawned while using the spawn or respawnitems CCMDs are now always positioned correctly. The following changes have been made to the r_blood CVAR: The CVAR can now be set to nofuzz, causing all blood spilled by spectres (as well as the player while they have a partial invisibility power-up) to be red instead of fuzzy. Puffs are now spawned rather than nothing when the CVAR is none. All blood spilled will now be red when the CVAR is red, and green when the CVAR is green. Flying monsters spawned using the spawn CCMD now spawn higher off the ground. The player’s path around the current map will now always be recorded even while the am_path CVAR is off. The following changes have been made to the mapstats CCMD: The total number of things in the current map is now correct. How much the current map is inside/outside is now displayed. The number of times the player has died in the current map is now correct in the playerstats CCMD. The following changes have been made to the numbers displayed in the widescreen HUD: Health, armor and ammo now flash slightly brighter when they change, and do so even when the r_hud_translucency CVAR is off. Ammo now flashes when the player switches to a weapon with different ammo. Health and ammo now flash on and off when low and the r_hud_translucency CVAR is off. 3D bridges that use the STEP2 wall texture are now rendered correctly. The automap will now rotate correctly in the background if the menu is open and the am_rotatemode CVAR is off. 3 Quote Share this post Link to post
universal-quantifier Posted March 16, 2020 Good to see the 3D bridge bug is fixed now! Couple of questions: -Using Doom Retro's MAPINFO, is it possible to make maps other than MAP30 trigger the ending sequence upon completion, rather than taking the player to the next level? -Does Doom Retro alter monster AI? Seems like they're now capable of walking up and down very thin staircases that would block their movement in vanilla, causing some monsters I intended to function as turrets to move about freely in one of my maps. 0 Quote Share this post Link to post
VGA Posted March 17, 2020 I've never understood how the episode and cluster keywords in MAPINFO work but you could look into those. Otherwise you can make your second-to-last map continue to MAP30 and put your last level there! Do your monsters walk freely in the Woof source port? 0 Quote Share this post Link to post
bradharding Posted March 17, 2020 5 hours ago, universal-quantifier said: Using Doom Retro's MAPINFO, is it possible to make maps other than MAP30 trigger the ending sequence upon completion, rather than taking the player to the next level? Not at this stage. I'll look into supporting this. 5 hours ago, universal-quantifier said: Does Doom Retro alter monster AI? Seems like they're now capable of walking up and down very thin staircases that would block their movement in vanilla Yes, something's changed to allow this. It's been reported before and is on my list of things to investigate. :) 4 hours ago, VGA said: I've never understood how the episode and cluster keywords in MAPINFO work but you could look into those. Actually, episode and cluster keywords aren't yet supported. 0 Quote Share this post Link to post
bradharding Posted March 23, 2020 Version 3.5.3 of DOOM Retro is now available! Please visit www.doomretro.com to download. Here's a list of changes: Optimizations have been made to further improve the overall performance and stability of DOOM Retro. Minor changes have been made to text that is output to the console. A bug has been fixed whereby screenshots couldn’t be taken while the console was open. The following changes have been made to timestamps in the console: The con_timestamps CVAR has been deprecated. Timestamps will now always appear in the console next to player messages. Timestamps in the console are now a translucent yellow. The following changes have been made to obituaries in the console: Obituaries involving an exploding barrel now indicate who caused the explosion. Names set using the name CCMD will now be used when an arch-vile resurrects a monster. The number of times the player commits suicide is now displayed by the playerstats CCMD. All monsters spawned using the spawn CCMD can now cross monster-blocking lines. More blood splats now appear around decorative corpses. A crash will no longer occur when trying to spawn a berserk power-up using the spawn CCMD in DOOM (Shareware). 0 Quote Share this post Link to post
Phobos Anomaly Posted March 23, 2020 4 hours ago, bradharding said: All monsters spawned using the spawn CCMD can now cross monster-blocking lines. I'm curious about this change. What's the purpose? 0 Quote Share this post Link to post
Lila Feuer Posted March 29, 2020 Got hit with a strange bug. Saved my game on E2M2 at the part where you get the chainsaw in the dark and Lost Souls will come out, left for several hours, came back to reload my save, and it immediately freezes, bombs out to the desktop and the music is still playing despite the program not being listed as running anywhere in task manager. I use ZDL so I had to re-run the port and upon going back in and leaving the music goes away. Either way my save has somehow been corrupted and is irrecoverable to my knowledge. 0 Quote Share this post Link to post
VGA Posted March 29, 2020 1 hour ago, Lila Feuer said: Got hit with a strange bug. Saved my game on E2M2 at the part where you get the chainsaw in the dark and Lost Souls will come out, left for several hours, came back to reload my save, and it immediately freezes, bombs out to the desktop and the music is still playing despite the program not being listed as running anywhere in task manager. I use ZDL so I had to re-run the port and upon going back in and leaving the music goes away. Either way my save has somehow been corrupted and is irrecoverable to my knowledge. Sounds like DR crashed because of a memory leak and the midiproc.exe process kept running, if it happens again you should kill that one. You should also post the corrupt save. 0 Quote Share this post Link to post
Lila Feuer Posted March 29, 2020 @VGA Sorry, I did not keep the save, I started a fresh game. But if it helps I left the game running for several hours before saving and quitting and then later returning not too long after. So idk if that helps, but yeah it does sound like a memory leak. 0 Quote Share this post Link to post
VGA Posted March 30, 2020 I think it would help Brad to know if the game was running in normal gameplay, if you were dead, if the menu screen was open or if you had pressed Pause. 0 Quote Share this post Link to post
bradharding Posted March 30, 2020 Hi @Lila Feuer. Yes, a savegame would've been handy, but that's ok. Could you please possibly use the Windows Event Viewer to track down when doomretro.exe crashed, and provide the crash log? 0 Quote Share this post Link to post
Lila Feuer Posted March 30, 2020 (edited) @VGA I was alive, I was right before the chainsaw in the dark room, had the main menu up and it must've been like that for around 3-4 hours? E: I should also mention that every so often the map I finish in Doom 1 it reports the name as being the map that should be next. That's gotta be a goof. Also the last level of an episode shares the name of the episode's secret level too. Edited March 30, 2020 by Lila Feuer 1 Quote Share this post Link to post
Lila Feuer Posted April 2, 2020 I seem to have recreated the unrecoverable savegame issue I had last time, this time it was immediate. I saved on E5M8 of Sigil, quit to use Discord (because Doom Retro isn't alt-tab friendly I guess or just hates dual monitor, if I tab back to Retro it's still functional but the screen is black) and went back in Doom Retro (using ZDL) and load my savegame, immediately freezes and crashes, midiproc still running in task manager. Thankfully I was able to recover my save a minute prior judging by the file date due to the .bak in the savegame folder (nice!). Still, you may want to see what the problem is, so I'm attaching it. sigilsave.7z 0 Quote Share this post Link to post
danieldx Posted April 2, 2020 (edited) 4 hours ago, Lila Feuer said: I seem to have recreated the unrecoverable savegame issue I had last time, this time it was immediate. I saved on E5M8 of Sigil, quit to use Discord (because Doom Retro isn't alt-tab friendly I guess or just hates dual monitor, if I tab back to Retro it's still functional but the screen is black) and went back in Doom Retro (using ZDL) and load my savegame, immediately freezes and crashes, midiproc still running in task manager. Thankfully I was able to recover my save a minute prior judging by the file date due to the .bak in the savegame folder (nice!). Still, you may want to see what the problem is, so I'm attaching it. sigilsave.7z I'm having the same issues. Got this on NERVE, Sigil and now Eviternity. The only save that don't crash after a while is the autosave. I also use ZDL and this happens every other save. doomretro2.zip Edited April 2, 2020 by danieldx 0 Quote Share this post Link to post
Lila Feuer Posted April 2, 2020 It's pretty annoying in Doom 1 games, so I fear trying to do Doom II stuff. Just save in multiple slots and hope for the best, then. 0 Quote Share this post Link to post
bradharding Posted April 2, 2020 (edited) Thanks @Lila Feuer and @danieldx. I'll look into this problem right away. EDIT: All fixed! See below! Edited April 2, 2020 by bradharding 0 Quote Share this post Link to post
bradharding Posted April 2, 2020 Version 3.5.4 of DOOM Retro is now available! Please visit www.doomretro.com to download. Here's a list of changes: Optimizations have been made to further improve the overall performance and stability of DOOM Retro. Improvements have been made to the support of Chex Quest. A bug has been fixed whereby the wrong map name would be displayed on the intermission screen in some instances. A brightmap is now applied to the SLADRIP2 texture when the r_brightmaps CVAR is on. 1 Quote Share this post Link to post
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